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2012 MIT Game Lab Symposium Part One: Introduction to the MIT Game Lab Past and Future

Part One: The 2012 MIT Game Lab Symposium: "Games In Everyday Life and Why That Matters To You"

An annual symposium to discuss the role of games throughout our lives today and the potential for collaboration and development with games research at the MIT Game Lab.A lecture about the past, present, and future of the MIT Game Lab.

Part One is the introduction of the symposium featuring a discussion between Henry Jenkins, the USC Provost’s Professor of Communication, Journalism, and Cinematic Arts at the University of Southern California. William Uricchio the Director of the MIT Comparative Media Studies Program and MIT Game Lab Creative Director Philip Tan. Video Produced by Generoso Fierro, Edited by Garrett Beazley. MIT Game Lab

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Thu, 11 Oct 2012 12:42:16 -0400http://ttv.mit.edu/videos/21244-2012-mit-game-lab-symposium-part-one-introduction-to-the-mit-game-lab-past-and-future
http://ttv.mit.edu/videos/21244-2012-mit-game-lab-symposium-part-one-introduction-to-the-mit-game-lab-past-and-future
2012 MIT Game Lab Symposium Part One: Introduction to the MIT Game Lab Past and Future
The MIT Game Lab 2012 MIT Game Lab Symposium Part Two: Opening Keynote from Peter Molyneux
Part Two of The 2012 MIT Game Lab Symposium: "Games In Everyday Life and Why That Matters To You"

An annual symposium to discuss the role of games throughout our lives today and the potential for collaboration and development with games research at the MIT Game Lab.

Part Two features the opening keynote by Peter Molyneux, the creator of Dungeon Keeper, Populous, Black & White, Theme Park, and the Fable series, Peter Molyneux is the founder of the new UK studio, 22Cans, where he currently designs and works. Also the co-founder of Bullfrog Productions and formerly a major games designer at Lionhead Studios and Microsoft, Molyneux is an acclaimed video game designer and programmer; he was inducted into the Academy of Arts and Sciences Hall of Fame in 2004 and received the Lifetime Achievement Award at the Game Developers Choice Awards in 2011.

Video Produced by Generoso Fierro, Edited by Garrett Beazley. MIT Game Lab

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Thu, 11 Oct 2012 12:32:59 -0400http://ttv.mit.edu/videos/21242-2012-mit-game-lab-symposium-part-two-opening-keynote-from-peter-molyneux
http://ttv.mit.edu/videos/21242-2012-mit-game-lab-symposium-part-two-opening-keynote-from-peter-molyneux
2012 MIT Game Lab Symposium Part Two: Opening Keynote from Peter Molyneux
The MIT Game Lab 2012 MIT Game Lab Symposium Part Three: Panel-Applied Game Research: Players, Design, and Technology
Part Three: The 2012 MIT Game Lab Symposium: "Games In Everyday Life and Why That Matters To You"

An annual symposium to discuss the role of games throughout our lives today and the potential for collaboration and development with games research at the MIT Game Lab . Part Three is a panel entitled "Applied Game Research: Players, Design, and Technology", a discussion of current directions of research in games.

The panel features moderator: Clara Fernández-Vara, a Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab, Panelists; Mia Consalvo, an Associate Professor in Communication Studies at Concordia University. Jeff Orkin, a game developer, AI researcher, and PhD candidate in Professor Deb Roy’s Cognitive Machines Group at the MIT Media Lab. Doris Rusch is a game designer, researcher, and play aficionado and hold a position as Assistant Professor for Game Design at DePaul University in Chicago. TL Taylor is an Associate Professor in Comparative Media Studies at MIT and currently a Visiting Researcher with the Social Media Collective at Microsoft Research New England.

Video Produced by Generoso Fierro, Edited by Garrett Beazley. MIT Game Lab

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Thu, 11 Oct 2012 12:26:50 -0400http://ttv.mit.edu/videos/21240-2012-mit-game-lab-symposium-part-three-panel-applied-game-research-players-design-and-technology
http://ttv.mit.edu/videos/21240-2012-mit-game-lab-symposium-part-three-panel-applied-game-research-players-design-and-technology
2012 MIT Game Lab Symposium Part Three: Panel-Applied Game Research: Players, Design, and Technology
The MIT Game Lab 2012 MIT Game Lab Symposium Part Four: Panel-Games For Learning
Part Four: The 2012 MIT Game Lab Symposium: "Games In Everyday Life and Why That Matters To You"

An annual symposium to discuss the role of games throughout our lives today and the potential for collaboration and development with games research at the MIT Game Lab . Part Four is a panel entitled "Games For Leaning" a discussion about games and their role in education and learning.

The panel features moderator: Scott Nicholson an Associate Professor at the School of Information Studies at Syracuse University and recently completed a year as a visiting scholar at the Singapore-MIT GAMBIT Game Lab. Panelists; Scot Osterweil, the Creative Director of the MIT Education Arcade and a research director in the Comparative Media Studies Program. Konstantin Mitgutsch, a Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab. And Shula Ponet, a Brooklyn based interactive designer with a background in psychology and education.

Video Produced by Generoso Fierro, Edited by Garrett Beazley. MIT Game Lab

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Thu, 11 Oct 2012 12:09:16 -0400http://ttv.mit.edu/videos/21239-2012-mit-game-lab-symposium-part-four-panel-games-for-learning
http://ttv.mit.edu/videos/21239-2012-mit-game-lab-symposium-part-four-panel-games-for-learning
2012 MIT Game Lab Symposium Part Four: Panel-Games For Learning
The MIT Game Lab 2012 MIT Game Lab Symposium Part Five: Panel-Meaningful R&amp;D Partners
Part Five: The 2012 MIT Game Lab Symposium: "Games In Everyday Life and Why That Matters To You"

An annual symposium to discuss the role of games throughout our lives today and the potential for collaboration and development with games research at the MIT Game Lab . Part Five is a panel entitled "Meaningful R&D Partners", a conversation about the potential for collaboration between games research and various industries.

The panel features moderator Philip Tan, the Creative Director of the MIT Game Lab. Panelists; Eitan Glinert, the founder and Creative Director of Fire Hose Games. He is also an alumni of the Singapore-MIT GAMBIT Game Lab and the Education Arcade. His research interest is in games accessibility. Eric Klopfer, the Director of the MIT Teacher Education Program and the Scheller Career Development Professor of Science Education and Educational Technology at MIT. And Jenna Young, who spent most of her career in advertising, and is now at Weber Shandwick, one of the world’s leading PR firms.

Video Produced by Generoso Fierro, Edited by Garrett Beazley. MIT Game Lab

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Thu, 11 Oct 2012 11:53:50 -0400http://ttv.mit.edu/videos/21236-2012-mit-game-lab-symposium-part-five-panel-meaningful-r-amp-d-partners
http://ttv.mit.edu/videos/21236-2012-mit-game-lab-symposium-part-five-panel-meaningful-r-amp-d-partners
2012 MIT Game Lab Symposium Part Five: Panel-Meaningful R&D Partners
The MIT Game Lab 2012 MIT Game Lab Symposium Part Six: Panel-Positive Game Lab Impact
Part Six of The 2012 MIT Game Lab Symposium: "Games In Everyday Life and Why That Matters To You"

An annual symposium to discuss the role of games throughout our lives today and the potential for collaboration and development with games research at the MIT Game Lab . Part Six is a panel entitled "Positive Game Lab Impact", a discussion about collaborations with the MIT Game Lab and how these projects were developed.

The panel features moderator Charles Pratt, who has been a freelance game designer since he graduated from NYU’s Interactive Telecommunications Program (ITP) in 2007. He’s worked on projects for companies as varied as Adult Swim, Footlocker, and the British government. Panelists; Marc Check, the Director of Information and Interactive Technology at the Museum of Science in Boston where he directs a team of over 20 technology professionals in both classic infrastructure and interactive technologies. Celia Pearce, a game designer, author, researcher, teacher, curator and artist specializing in multiplayer gaming and virtual worlds; independent, art and alternative game genres; as well as games and gender. She currently is Assistant Professor of Digital Media in the School of Literature, Communication and Culture at Georgia Tech, where she also directs the Experimental Game Lab and the Emergent Game Group. And Christopher Weaver, an adviser to both government and industry, he is a technology columnist for Edge Magazine and holds patents in interactive media and broadband communications dealing with seminal telecommunications engineering. He currently teaches in the CMS program and is the Industry Liaison for the MIT Game Lab.

Video Produced by Generoso Fierro, Edited by Garrett Beazley. MIT Game Lab

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Thu, 11 Oct 2012 11:41:31 -0400http://ttv.mit.edu/videos/21235-2012-mit-game-lab-symposium-part-six-panel-positive-game-lab-impact
http://ttv.mit.edu/videos/21235-2012-mit-game-lab-symposium-part-six-panel-positive-game-lab-impact
2012 MIT Game Lab Symposium Part Six: Panel-Positive Game Lab Impact
The MIT Game Lab Pt. 1: Friday Games @ GAMBIT: Step Up To The Gayme Bar
Part 1 of 2. This totally recursive edition of Friday Games at GAMBIT from May 11th, 2012 featured two special guests: Jason Toups and Jeremiah Bratton, hosts of the wonderful podcast Gayme Bar, your "weekly dose of gay gaming geekiness." These two Southern belles grace the world every week with their insightful, snarky, and fabulously funny critiques of games, the game industry, and game culture (amongst many other things) and they were at GAMBIT to talk about their podcast, games, and anything else that comes to mind. The discussion was moderated by GAMBIT Researcher, Todd Harper. Video produced by Generoso Fierro. Edited by James Barrile.]]>
Tue, 29 May 2012 14:04:09 -0400http://ttv.mit.edu/videos/19545-pt-1-friday-games-gambit-step-up-to-the-gayme-bar
http://ttv.mit.edu/videos/19545-pt-1-friday-games-gambit-step-up-to-the-gayme-bar
Pt. 1: Friday Games @ GAMBIT: Step Up To The Gayme Bar
Singapore-MIT GAMBIT Game Lab Pt. 2: Friday Games @ GAMBIT: Step Up To The Gayme Bar
Part 2 of 2. This totally recursive edition of Friday Games at GAMBIT from May 11th, 2012 featured two special guests: Jason Toups and Jeremiah Bratton, hosts of the wonderful podcast Gayme Bar, your "weekly dose of gay gaming geekiness." These two Southern belles grace the world every week with their insightful, snarky, and fabulously funny critiques of games, the game industry, and game culture (amongst many other things) and they were at GAMBIT to talk about their podcast, games, and anything else that comes to mind. The discussion was moderated by GAMBIT Researcher, Todd Harper. Video produced by Generoso Fierro. Edited by James Barrile.]]>
Tue, 29 May 2012 13:44:00 -0400http://ttv.mit.edu/videos/19544-pt-2-friday-games-gambit-step-up-to-the-gayme-bar
http://ttv.mit.edu/videos/19544-pt-2-friday-games-gambit-step-up-to-the-gayme-bar
Pt. 2: Friday Games @ GAMBIT: Step Up To The Gayme Bar
Singapore-MIT GAMBIT Game Lab A GAMBIT Class: CMS.611 Creating Video Games: Lecturer Alex Schwartz, Owlchemy Labs
On April 23rd, 2012 during CMS.611 Creating Video Games,Alex Schwartz, Chief Scientist with Owlchemy Labs lectured on "Things You Do That Aren't "Making Great Games" In Order To "Make Great Games". CMS.611 Creating Video Games introduces students to the complexities of working in small, multidisciplinary teams to develop video games. Covers creative design and production methods, stressing design iteration and regular testing across all aspects of game development (design, visual arts, music, fiction, and programming). Video produced Generoso Fierro. Edited by James Barrile. Check out our games at: Singapore-MIT GAMBIT Game Lab]]>
Wed, 09 May 2012 10:59:25 -0400http://ttv.mit.edu/videos/19180-a-gambit-class-cms-611-creating-video-games-lecturer-alex-schwartz-owlchemy-labs
http://ttv.mit.edu/videos/19180-a-gambit-class-cms-611-creating-video-games-lecturer-alex-schwartz-owlchemy-labs
A GAMBIT Class: CMS.611 Creating Video Games: Lecturer Alex Schwartz, Owlchemy Labs
Singapore-MIT GAMBIT Game Lab A GAMBIT Class: CMS.611 Creating Video Games: Lecturer Dan Krikorian, Harmonix Music Systems
On April 12th, 2012 during CMS.611 Creating Video Games,Dan Krikorian, Quality Assurance Manager with Cambridge-based Harmonix Music Systems lectured on "Communication In Large Groups". CMS.611 Creating Video Games introduces students to the complexities of working in small, multidisciplinary teams to develop video games. Covers creative design and production methods, stressing design iteration and regular testing across all aspects of game development (design, visual arts, music, fiction, and programming). Video produced Generoso Fierro. Edited by James Barrile. Check out our games at: Singapore-MIT GAMBIT Game Lab]]>
Mon, 23 Apr 2012 11:00:18 -0400http://ttv.mit.edu/videos/18834-a-gambit-class-cms-611-creating-video-games-lecturer-dan-krikorian-harmonix-music-systems
http://ttv.mit.edu/videos/18834-a-gambit-class-cms-611-creating-video-games-lecturer-dan-krikorian-harmonix-music-systems
A GAMBIT Class: CMS.611 Creating Video Games: Lecturer Dan Krikorian, Harmonix Music Systems
Singapore-MIT GAMBIT Game Lab SQUEEZICKS: Game Of The Week: Episode 6
The 2012 Game of the Week Podcast 6: SQUEEZICKS features GAMBIT Interaction Design Director Marleigh Norton.

Squeezicks is a game based on research investigating the simulation of soft bodies in games. Physically simulated objects in games are usually rigid so they are only able to move and rotate. A block of wood is an example of a rigid body you see in everyday life.

However, this does not allow for such transformations as bending, stretching, twisting, and tearing. This requires soft body physics. Imagine a block of gelatin in your hand. It yields if you push on it, but goes back to its original shape when you stop. It jiggles if you move your hand, and if you're not careful you can poke a finger through it or rip it in half. These are the sorts of things soft body physics can do.

Achieving real-time soft body physics such as you see in a video game - as opposed to pre-rendered physics like in movies--is a difficult problem both because of the complex algorithms required to mimic soft bodies in a believable way and the thousands of computations per second it takes to make the game run at a reasonable speed. This game uses simulation techniques which make it possible.

Beginning February 20th, 2012...On the Monday of each week, a new video exploring the origins and processes of developing each project will be posted. GAMBIT Audio Director Abe Stein will post a blog during that week, featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure! A GOTW 2012 Video: Squeezicks Game Of The Week

The goal of this project is to explore how social interaction can be made more meaningful for players of social network games. Given the challenges of Facebook's technical constraints and the norms there for asynchronous play, Eksa is intended to give players a way to create content and share it with friends in an environment that encourages both friendly interaction as well as lighthearted competition. The game will gather data on players to see how much and with whom players play, how often they create and share mazes, and how far mazes travel between friends. The research question that began this project, and for which data will be gathered, is: how can a social game provide more meaningful social interactions for its players?

Beginning February 20th, 2012...On the Monday of each week, a new video exploring the origins and processes of developing each project will be posted. GAMBIT Audio Director Abe Stein will post a blog during that week, featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure!

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Mon, 19 Mar 2012 13:56:25 -0400http://ttv.mit.edu/videos/18260-eksa-game-of-the-week-episode-5
http://ttv.mit.edu/videos/18260-eksa-game-of-the-week-episode-5
EKSA: Game Of The Week: Episode 5
Singapore-MIT GAMBIT Game Lab Spacewar! Turns 50 : MIT Celebrates Its Earliest Computer Game, February 10th, 2012
Part 1 of 2...In 1961, Digital Equipment Corporation gave MIT a PDP-1 computer and the games began. From discussions about "interesting displays" to new lessons in interactive programming, MIT's Kludge Room became the birthplace of Spacewar! MIT's first computer game.On February 10th, 2012 at The MIT Museum there was a panel discussion on Spacewar! and the PDP-1 computer produced by the GAMBIT Game Lab featuring a member of "Spacewar!'s" original creative team, Martin "Shag" Graetz and members of the PDP-1 Restoration Project; Eric Smith and Mike Cheponis. The panel was moderated by GAMBIT's U.S. Executive Director, Philip Tan.]]>
Tue, 13 Mar 2012 11:21:49 -0400http://ttv.mit.edu/videos/18122-spacewar-turns-50-mit-celebrates-its-earliest-computer-game-february-10th-2012
http://ttv.mit.edu/videos/18122-spacewar-turns-50-mit-celebrates-its-earliest-computer-game-february-10th-2012
Spacewar! Turns 50 : MIT Celebrates Its Earliest Computer Game, February 10th, 2012
Singapore-MIT GAMBIT Game Lab Spacewar! Turns 50 : MIT Celebrates Its Earliest Computer Game, February 10th, 2012
Part 2 of 2...In 1961, Digital Equipment Corporation gave MIT a PDP-1 computer and the games began. From discussions about "interesting displays" to new lessons in interactive programming, MIT's Kludge Room became the birthplace of Spacewar! MIT's first computer game.On February 10th, 2012 at The MIT Museum there was a panel discussion on Spacewar! and the PDP-1 computer produced by the GAMBIT Game Lab featuring a member of "Spacewar!'s" original creative team, Martin "Shag" Graetz and members of the PDP-1 Restoration Project; Eric Smith and Mike Cheponis. The panel was moderated by GAMBIT's U.S. Executive Director, Philip Tan.]]>
Tue, 13 Mar 2012 11:14:45 -0400http://ttv.mit.edu/videos/18121-spacewar-turns-50-mit-celebrates-its-earliest-computer-game-february-10th-2012
http://ttv.mit.edu/videos/18121-spacewar-turns-50-mit-celebrates-its-earliest-computer-game-february-10th-2012
Spacewar! Turns 50 : MIT Celebrates Its Earliest Computer Game, February 10th, 2012
Singapore-MIT GAMBIT Game Lab STRANDED IN SINGAPORE: Game Of The Week: Episode 4
The 2012 Game of the Week Podcast 3: STRANDED IN SINGAPORE featuring GAMBIT Studio Manager Rik Eberhardt and GAMBIT Postdoctoral Researcher Clara Fernandez-Vara.

Stranded in Singapore was created to demonstrate a new method of procedurally generated puzzle design based on our experiences developing our previous game, Symon. While Symon proved that procedural puzzle design was possible for point-and-click adventures, the tools we created for Stranded in Singapore allowed us to create a game with more complex puzzles based on a 'real-world' logic system. The tools will be released on their own for other developers to gain insight into how to create replayable adventure games and will be targeted towards game designers as well as programmers.

Beginning February 20th, 2012...On the Monday of each week, a new video exploring the origins and processes of developing each project will be posted. GAMBIT Audio Director Abe Stein will post a blog during that week, featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure!

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Mon, 12 Mar 2012 00:02:55 -0400http://ttv.mit.edu/videos/18094-stranded-in-singapore-game-of-the-week-episode-4
http://ttv.mit.edu/videos/18094-stranded-in-singapore-game-of-the-week-episode-4
STRANDED IN SINGAPORE: Game Of The Week: Episode 4
Singapore-MIT GAMBIT Game Lab THE SNOWFIELD: Game Of The Week: Episode 3
The 2012 Game of the Week Podcast 3: THE SNOWFIELD featuring GAMBIT US Lead Game Designer, Matthew Weise and GAMBIT US Art Director, Jason Beene.

The Snowfield represents an attempt to make a simulation-based narrative game according to a special method for developing such games, a method designed to avoid the need for complex A.I. or massive content generation. The idea was not to relying on codified narrative theories or formulas - like three-act structures, etc. - but rather assume "what makes a good story" cannot be systematized and instead must be arrived at organically via extensive user testing.

The method involved designing and creating many different "building blocks" - characters, behaviors, and/or objects - that stories could be made out of. Through observation of how players played with them in early builds, increasingly fine-tuned decisions were made that would push towards a final product. In other words, The Snowfield is an experiment in seeing how inverting the traditional relationship between Design and QA can streamline a development process for creating highly improvisational, simulation-based narrative worlds on a tight schedule.

Beginning February 20th, 2012...On the Monday of each week, a new video exploring the origins and processes of developing each project will be posted. GAMBIT Audio Director Abe Stein will post a blog during that week, featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure!

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Thu, 01 Mar 2012 11:56:04 -0500http://ttv.mit.edu/videos/17893-the-snowfield-game-of-the-week-episode-3
http://ttv.mit.edu/videos/17893-the-snowfield-game-of-the-week-episode-3
THE SNOWFIELD: Game Of The Week: Episode 3
Singapore-MIT GAMBIT Game Lab Spacewar! Turns 50 : MIT Celebrates Its Earliest Computer Game, Feb 8th and 10th. 2012
In 1961, Digital Equipment Corporation (DEC) gave MIT a PDP-1 computer and the games began. From discussions about "interesting displays" to new lessons in interactive programming, MIT's Kludge room became the birthplace of Spacewar!

Celebrate the 50th anniversary of this momentous occasion with two larger-than-life celebrations of this influential game.

On February 8th, 2012 from 9AM-5PM on the MIT Stata Center's "Student Street" (1st floor) you can play a new iteration of Spacewar! built by the Singapore-MIT GAMBIT Game Lab on a giant mockup of the PDP-1 monitor made especially for the 50th anniversary.

And at The MIT Museum beginning at 5:00PM on February 10th, 2012, you will have a second chance to play the new iteration of Spacewar! on the specially created giant mockup of the PDP-1 monitor and on the big presentation screen at The MIT Museum. At 6:30PM, GAMBIT's US Executive Director Philip Tan will give a short lecture on the game's development and impact.

So, join us for these two free special events here coming up on February 8th and 10th here at MIT!

For additional information on the anniversary, developments, and events, please contact Generoso Fierro

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Fri, 03 Feb 2012 17:23:39 -0500http://ttv.mit.edu/videos/17521-spacewar-turns-50-mit-celebrates-its-earliest-computer-game-feb-8th-and-10th-2012
http://ttv.mit.edu/videos/17521-spacewar-turns-50-mit-celebrates-its-earliest-computer-game-feb-8th-and-10th-2012
Spacewar! Turns 50 : MIT Celebrates Its Earliest Computer Game, Feb 8th and 10th. 2012
Singapore-MIT GAMBIT Game Lab Part Twelve of the GAMBIT Summer Summit Videos: Jeff Orkin/MIT Media Lab
Jeff Orkin of the MIT Media Lab and Cognitive Machines. His lecture entitled " "Next Generation A.I. & Gameplay: Big Data, Big Opportunities" is the final video of the twelve part series. Every summer at the Singapore-MIT GAMBIT Game Lab, students from Singapore and the US work with GAMBIT researchers and development teams on novel game concepts, and visiting researchers spend that time research gaming related topics across a variety of fields. Back on July 6th, 2011, we drew back the curtains in the middle of the summer to provide insights into our current game development and research activities during the inaugural GAMBIT Summer Summit.Video Produced by Generoso Fierro, Edited by Garrett Beazley
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Mon, 12 Dec 2011 09:53:53 -0500http://ttv.mit.edu/videos/15787-part-twelve-of-the-gambit-summer-summit-videos-jeff-orkin-mit-media-lab
http://ttv.mit.edu/videos/15787-part-twelve-of-the-gambit-summer-summit-videos-jeff-orkin-mit-media-lab
Part Twelve of the GAMBIT Summer Summit Videos: Jeff Orkin/MIT Media Lab
Singapore-MIT GAMBIT Game Lab Part 3 of 3-Games As An Aesthetic Form - Frank Lantz (NYU Game Center)
talk which took place on Dec 1st, 2011 as part of the CMS Colloquium Series explored what it means to consider games an aesthetic form -- something akin to literature, music, or film. That this is the most appropriate category within which to place games seems like an emerging consensus. But what does it actually mean? Are only video games an aesthetic form , or do non-digital games also deserve that status? Are the aesthetics of games a hybrid blend of other forms or a distinct form unto themselves? Do they express a new aesthetic fresh-born of the computer age or a primal, fundamental aesthetic that computers have amplified and brought into focus? The talk examined these and other related questions. Event hosted by Philip Tan, US Executive Director of the Singapore-MIT GAMBIT Game Lab. Video Produced by Generoso Fierro, Edited by James Barrille.]]>
Sun, 11 Dec 2011 11:47:18 -0500http://ttv.mit.edu/videos/15783-part-3-of-3-games-as-an-aesthetic-form-frank-lantz-nyu-game-center
http://ttv.mit.edu/videos/15783-part-3-of-3-games-as-an-aesthetic-form-frank-lantz-nyu-game-center
Part 3 of 3-Games As An Aesthetic Form - Frank Lantz (NYU Game Center)
Singapore-MIT GAMBIT Game Lab Part 1 of 3-Games As An Aesthetic Form - Frank Lantz (NYU Game Center)
talk which took place on Dec 1st, 2011 as part of the CMS Colloquium Series explored what it means to consider games an aesthetic form -- something akin to literature, music, or film. That this is the most appropriate category within which to place games seems like an emerging consensus. But what does it actually mean? Are only video games an aesthetic form , or do non-digital games also deserve that status? Are the aesthetics of games a hybrid blend of other forms or a distinct form unto themselves? Do they express a new aesthetic fresh-born of the computer age or a primal, fundamental aesthetic that computers have amplified and brought into focus? The talk examined these and other related questions. Event hosted by Philip Tan, US Executive Director of the Singapore-MIT GAMBIT Game Lab. Video Produced by Generoso Fierro, Edited by James Barrille.]]>
Sat, 10 Dec 2011 15:12:10 -0500http://ttv.mit.edu/videos/15782-part-1-of-3-games-as-an-aesthetic-form-frank-lantz-nyu-game-center
http://ttv.mit.edu/videos/15782-part-1-of-3-games-as-an-aesthetic-form-frank-lantz-nyu-game-center
Part 1 of 3-Games As An Aesthetic Form - Frank Lantz (NYU Game Center)
Singapore-MIT GAMBIT Game Lab Part 2 of 3-Games As An Aesthetic Form - Frank Lantz (NYU Game Center)
talk that which took place on Dec 1st, 2011 as part of the CMS Colloquium Series explored what it means to consider games an aesthetic form -- something akin to literature, music, or film. That this is the most appropriate category within which to place games seems like an emerging consensus. But what does it actually mean? Are only video games an aesthetic form , or do non-digital games also deserve that status? Are the aesthetics of games a hybrid blend of other forms or a distinct form unto themselves? Do they express a new aesthetic fresh-born of the computer age or a primal, fundamental aesthetic that computers have amplified and brought into focus? The talk examined these and other related questions. Event hosted by Philip Tan, US Executive Director of the Singapore-MIT GAMBIT Game Lab. Video Produced by Generoso Fierro, Edited by James Barrille.]]>
Sat, 10 Dec 2011 15:07:43 -0500http://ttv.mit.edu/videos/15781-part-2-of-3-games-as-an-aesthetic-form-frank-lantz-nyu-game-center
http://ttv.mit.edu/videos/15781-part-2-of-3-games-as-an-aesthetic-form-frank-lantz-nyu-game-center
Part 2 of 3-Games As An Aesthetic Form - Frank Lantz (NYU Game Center)
Singapore-MIT GAMBIT Game Lab Global Game Jam @ GAMBIT 2012 Trailer
The Singapore-MIT GAMBIT Game Lab is again the host for the Global Game Jam happening January 27th-29th, 2012. The Global Game Jam is a cooperative gathering of game developers to encourage experimentation and innovation. Participants will work with current industry professionals and independent game developers to create games of all kinds: digital games for Windows, Mac OS X, and the web; and non-digital games of all types including board, card, and dice games. Other sites around the world will run game jams with similar rules and limitations, as ours with one unique constraint at each site. There are 15 spots reserved for MIT affiliates, which will be given on a first-come, first serve basis. If you are interested in participating, please fill out the following: MIT Application for The Global Game Jam. Video Produced by Generoso Fierro, Edited by James Barille.]]>
Mon, 21 Nov 2011 10:52:02 -0500http://ttv.mit.edu/videos/15454-global-game-jam-gambit-2012-trailer
http://ttv.mit.edu/videos/15454-global-game-jam-gambit-2012-trailer
Global Game Jam @ GAMBIT 2012 Trailer
Singapore-MIT GAMBIT Game Lab Part Nine of the GAMBIT Summer Summit Videos: Konstantin Mitgutsch: "Afterland Revisted"
Konstantin Mitgutsch about his summer 2010 game, "Afterland". Every summer at the Singapore-MIT GAMBIT Game Lab, students from Singapore and the US work with GAMBIT researchers and development teams on novel game concepts, and visiting researchers spend that time research gaming related topics across a variety of fields. Back on July 6th, 2011, we drew back the curtains in the middle of the summer to provide insights into our current game development and research activities during the inaugural GAMBIT Summer Summit.Video Produced by Generoso Fierro, Edited by Garrett Beazley
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Mon, 21 Nov 2011 10:07:00 -0500http://ttv.mit.edu/videos/15453-part-nine-of-the-gambit-summer-summit-videos-konstantin-mitgutsch-afterland-revisted
http://ttv.mit.edu/videos/15453-part-nine-of-the-gambit-summer-summit-videos-konstantin-mitgutsch-afterland-revisted
Part Nine of the GAMBIT Summer Summit Videos: Konstantin Mitgutsch: "Afterland Revisted"
Singapore-MIT GAMBIT Game Lab Part Eight: GAMBIT Summer Summit 2011 Videos: Shu Ke/Singapore Management University
Shu Ke from Singapore Management University entitled : "K-Sketch: A simple animation tool used in game design".
Every summer at the Singapore-MIT GAMBIT Game Lab, students from Singapore and the US work with GAMBIT researchers and development teams on novel game concepts, and visiting researchers spend that time research gaming related topics across a variety of fields. Back on July 6th, 2011, we drew back the curtains in the middle of the summer to provide insights into our current game development and research activities during the inaugural GAMBIT Summer Summit.Video Produced by Generoso Fierro, Edited by Garrett Beazley
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Sun, 13 Nov 2011 16:58:43 -0500http://ttv.mit.edu/videos/15248-part-eight-gambit-summer-summit-2011-videos-shu-ke-singapore-management-university
http://ttv.mit.edu/videos/15248-part-eight-gambit-summer-summit-2011-videos-shu-ke-singapore-management-university
Part Eight: GAMBIT Summer Summit 2011 Videos: Shu Ke/Singapore Management University
Singapore-MIT GAMBIT Game Lab Part Seven: GAMBIT Summer Summit 2011 Videos: Nguyen Thi Nhat Ahn/Nanyang Technological University
Nanyang Technological University . Her talk is on "Interactive multi-view image segmentation".
Every summer at the Singapore-MIT GAMBIT Game Lab, students from Singapore and the US work with GAMBIT researchers and development teams on novel game concepts, and visiting researchers spend that time research gaming related topics across a variety of fields. Back on July 6th, 2011, we drew back the curtains in the middle of the summer to provide insights into our current game development and research activities during the inaugural GAMBIT Summer Summit.Video Produced by Generoso Fierro, Edited by Garrett Beazley]]>
Sun, 06 Nov 2011 14:02:15 -0500http://ttv.mit.edu/videos/15089-part-seven-gambit-summer-summit-2011-videos-nguyen-thi-nhat-ahn-nanyang-technological-university
http://ttv.mit.edu/videos/15089-part-seven-gambit-summer-summit-2011-videos-nguyen-thi-nhat-ahn-nanyang-technological-university
Part Seven: GAMBIT Summer Summit 2011 Videos: Nguyen Thi Nhat Ahn/Nanyang Technological University
Singapore-MIT GAMBIT Game Lab Part 1 of 2 GAMBIT Presents: What Can the Demoscene Do for You?
Tammo "kb" Hinrichs is a game industry professional and organizing team member for several demoparties with attendance as high as twelve hundred people. He gave an overview of what the demoscene is and presented on what the demoscene community has done in the past to contribute to his and others' professional development and encourage the formation of new companies, such as game studios.
The demoscene is a computer art subculture active most in Europe which has encouraged students, mid-career IT and computer creative professionals to build and continue to develop their coding, graphic arts, and compositional skills. It has also facilitated networking and mentorship connections. Many members of the scene have also found opportunities within it to cultivate their teamwork and leadership skills. Software development houses, particularly game studios, have also benefited from techniques refined in the scene, such as procedural content generation, and many demosceners work in the games industry.
Official GAMBIT Blog Post
This talk is sponsored by @party, a Boston area demoparty. Please visit their website at @party-demoscene.net. Video Produced by Generoso Fierro, Edited by James Barrille.]]>
Sat, 05 Nov 2011 17:00:09 -0400http://ttv.mit.edu/videos/15087-part-1-of-2-gambit-presents-what-can-the-demoscene-do-for-you
http://ttv.mit.edu/videos/15087-part-1-of-2-gambit-presents-what-can-the-demoscene-do-for-you
Part 1 of 2 GAMBIT Presents: What Can the Demoscene Do for You?
Singapore-MIT GAMBIT Game Lab Part 2 of 2 GAMBIT Presents: What Can the Demoscene Do for You?
Official GAMBIT Blog Post
This talk is sponsored by @party, a Boston area demoparty. Please visit their website at @party-demoscene.net. Video Produced by Generoso Fierro, Edited by James Barrille.]]>
Sat, 05 Nov 2011 16:48:42 -0400http://ttv.mit.edu/videos/15086-part-2-of-2-gambit-presents-what-can-the-demoscene-do-for-you
http://ttv.mit.edu/videos/15086-part-2-of-2-gambit-presents-what-can-the-demoscene-do-for-you
Part 2 of 2 GAMBIT Presents: What Can the Demoscene Do for You?
Singapore-MIT GAMBIT Game Lab Part Six: GAMBIT Summer Summit 2011: Fredo Durand/CSAIL
Fredo Durand from MIT CSAIL discusses "COMPUTER GRAPHICS RESEARCH" Video Produced by Generoso Fierro, Edited by Garrett Beazley]]>
Mon, 31 Oct 2011 08:56:49 -0400http://ttv.mit.edu/videos/15005-part-six-gambit-summer-summit-2011-fredo-durand-csail
http://ttv.mit.edu/videos/15005-part-six-gambit-summer-summit-2011-fredo-durand-csail
Part Six: GAMBIT Summer Summit 2011: Fredo Durand/CSAIL
Singapore-MIT GAMBIT Game Lab GAMBIT Summer 2011 Games Trailer
GAMBIT Game Lab Video Produced by Generoso Fierro. Edited by James Barrile. ]]>
Fri, 28 Oct 2011 15:49:30 -0400http://ttv.mit.edu/videos/14999-gambit-summer-2011-games-trailer
http://ttv.mit.edu/videos/14999-gambit-summer-2011-games-trailer
GAMBIT Summer 2011 Games Trailer
Singapore-MIT GAMBIT Game Lab Part Five: GAMBIT Summer Summit 2011: Bai Haoyu/The National University of Singapore
The National University of Singapore discusses: "Planning and Decision Making under Uncertainty in Complex Worlds". Video Produced by Generoso Fierro, Edited by Garrett Beazley]]>
Mon, 24 Oct 2011 10:07:26 -0400http://ttv.mit.edu/videos/14849-part-five-gambit-summer-summit-2011-bai-haoyu-the-national-university-of-singapore
http://ttv.mit.edu/videos/14849-part-five-gambit-summer-summit-2011-bai-haoyu-the-national-university-of-singapore
Part Five: GAMBIT Summer Summit 2011: Bai Haoyu/The National University of Singapore
Singapore-MIT GAMBIT Game Lab Part Four: GAMBIT Summer Summit 2011: Li Zhuoru/The National University of Singapore
Generoso Fierro, Edited by Garrett Beazley]]>
Sun, 16 Oct 2011 20:45:42 -0400http://ttv.mit.edu/videos/14709-part-four-gambit-summer-summit-2011-li-zhuoru-the-national-university-of-singapore
http://ttv.mit.edu/videos/14709-part-four-gambit-summer-summit-2011-li-zhuoru-the-national-university-of-singapore
Part Four: GAMBIT Summer Summit 2011: Li Zhuoru/The National University of Singapore
Singapore-MIT GAMBIT Game Lab From Theory to Design to Research. Seven Steps of the Game Development Circle of "Afterland"
Generoso Fierro, Edited by Garrett Beazley]]>
Wed, 07 Sep 2011 14:32:53 -0400http://ttv.mit.edu/videos/14034-from-theory-to-design-to-research-seven-steps-of-the-game-development-circle-of-afterland
http://ttv.mit.edu/videos/14034-from-theory-to-design-to-research-seven-steps-of-the-game-development-circle-of-afterland
From Theory to Design to Research. Seven Steps of the Game Development Circle of "Afterland"
Singapore-MIT GAMBIT Game Lab Part One: GAMBIT Presents: Indies Will Shoot You In The Knees: Redux
Generoso Fierro, Edited by Garrett Beazley]]>
Tue, 23 Aug 2011 14:30:17 -0400http://ttv.mit.edu/videos/13853-part-one-gambit-presents-indies-will-shoot-you-in-the-knees-redux
http://ttv.mit.edu/videos/13853-part-one-gambit-presents-indies-will-shoot-you-in-the-knees-redux
Part One: GAMBIT Presents: Indies Will Shoot You In The Knees: Redux
Singapore-MIT GAMBIT Game Lab Part Two: GAMBIT Presents: Indies Will Shoot You In The Knees: Redux
Generoso Fierro, Edited by Garrett Beazley]]>
Tue, 23 Aug 2011 14:18:55 -0400http://ttv.mit.edu/videos/13852-part-two-gambit-presents-indies-will-shoot-you-in-the-knees-redux
http://ttv.mit.edu/videos/13852-part-two-gambit-presents-indies-will-shoot-you-in-the-knees-redux
Part Two: GAMBIT Presents: Indies Will Shoot You In The Knees: Redux
Singapore-MIT GAMBIT Game Lab Part Three: GAMBIT Presents: Indies Will Shoot You In The Knees: Redux
Generoso Fierro, Edited by Garrett Beazley]]>
Tue, 23 Aug 2011 14:15:23 -0400http://ttv.mit.edu/videos/13851-part-three-gambit-presents-indies-will-shoot-you-in-the-knees-redux
http://ttv.mit.edu/videos/13851-part-three-gambit-presents-indies-will-shoot-you-in-the-knees-redux
Part Three: GAMBIT Presents: Indies Will Shoot You In The Knees: Redux
Singapore-MIT GAMBIT Game Lab Singapore-MIT GAMBIT Game Lab Introduction Video 2011Thu, 28 Jul 2011 11:58:42 -0400http://ttv.mit.edu/videos/13604-singapore-mit-gambit-game-lab-introduction-video-2011
http://ttv.mit.edu/videos/13604-singapore-mit-gambit-game-lab-introduction-video-2011
Singapore-MIT GAMBIT Game Lab Introduction Video 2011
Singapore-MIT GAMBIT Game Lab Videogames 101 Event at the MIT Museum Wed, 18 May 2011 16:58:35 -0400http://ttv.mit.edu/videos/12961-videogames-101-event-at-the-mit-museum
http://ttv.mit.edu/videos/12961-videogames-101-event-at-the-mit-museum
Videogames 101 Event at the MIT Museum
Singapore-MIT GAMBIT Game Lab GAMBIT Research Video Podcast Episode 14, Part 1 "First Person Victim: Using Interactive Drama and Tragedy to Create Awareness about The Consequences of War"
Generoso Fierro, Edited by Garrett Beazley, Music by Abe Stein.]]>
Mon, 04 Apr 2011 14:46:29 -0400http://ttv.mit.edu/videos/11918-gambit-research-video-podcast-episode-14-part-1-first-person-victim-using-interactive-drama-and-trage
http://ttv.mit.edu/videos/11918-gambit-research-video-podcast-episode-14-part-1-first-person-victim-using-interactive-drama-and-trage
GAMBIT Research Video Podcast Episode 14, Part 1 "First Person Victim: Using Interactive Drama and Tragedy to Create Awareness about The Consequences of War"
Singapore-MIT GAMBIT Game Lab GAMBIT Research Video Podcast Episode 14, Part 2 "First Person Victim: Using Interactive Drama and Tragedy to Create Awareness about The Consequences of War"
Generoso Fierro, Edited by Garrett Beazley, Music by Abe Stein.]]>
Mon, 04 Apr 2011 14:43:23 -0400http://ttv.mit.edu/videos/11917-gambit-research-video-podcast-episode-14-part-2-first-person-victim-using-interactive-drama-and-trage
http://ttv.mit.edu/videos/11917-gambit-research-video-podcast-episode-14-part-2-first-person-victim-using-interactive-drama-and-trage
GAMBIT Research Video Podcast Episode 14, Part 2 "First Person Victim: Using Interactive Drama and Tragedy to Create Awareness about The Consequences of War"
Singapore-MIT GAMBIT Game Lab GAMBIT Research Video Podcast Episode 14, Part 3 "First Person Victim: Using Interactive Drama and Tragedy to Create Awareness about The Consequences of War"
Generoso Fierro, Edited by Garrett Beazley, Music by Abe Stein.]]>
Mon, 04 Apr 2011 14:41:15 -0400http://ttv.mit.edu/videos/11916-gambit-research-video-podcast-episode-14-part-3-first-person-victim-using-interactive-drama-and-trage
http://ttv.mit.edu/videos/11916-gambit-research-video-podcast-episode-14-part-3-first-person-victim-using-interactive-drama-and-trage
GAMBIT Research Video Podcast Episode 14, Part 3 "First Person Victim: Using Interactive Drama and Tragedy to Create Awareness about The Consequences of War"
Singapore-MIT GAMBIT Game Lab GAMBIT Research Video Podcast Episode 14, Part 4 "First Person Victim: Using Interactive Drama and Tragedy to Create Awareness about The Consequences of War"
Generoso Fierro, Edited by Garrett Beazley, Music by Abe Stein.]]>
Mon, 04 Apr 2011 14:38:54 -0400http://ttv.mit.edu/videos/11915-gambit-research-video-podcast-episode-14-part-4-first-person-victim-using-interactive-drama-and-trage
http://ttv.mit.edu/videos/11915-gambit-research-video-podcast-episode-14-part-4-first-person-victim-using-interactive-drama-and-trage
GAMBIT Research Video Podcast Episode 14, Part 4 "First Person Victim: Using Interactive Drama and Tragedy to Create Awareness about The Consequences of War"
Singapore-MIT GAMBIT Game Lab GAMBIT Game Lab @ GDC 2011 Day Five (Final)
Todd Harper gives his opinion on the state of the conference. Some highlights: a rare lecture at this GDC on character design and storytelling by Matthias Worch (Visceral Games). Ron Gilbert (Double Fine Productions) speaks on his classic game, Maniac Mansion and to top it all off is the always entertaining Game Design Challenge entitled Bigger Than Jesus in which well known gaming contestants created their own religion. John Romero, Jason Rohrer and Jenova Chen battle it out to see who has created the faith that really pulls them in. Video produced by Generoso Fierro. Check out all that the GAMBIT Game Lab has to offer by clicking here.]]>
Sun, 06 Mar 2011 23:43:15 -0500http://ttv.mit.edu/videos/11102-gambit-game-lab-gdc-2011-day-five-final
http://ttv.mit.edu/videos/11102-gambit-game-lab-gdc-2011-day-five-final
GAMBIT Game Lab @ GDC 2011 Day Five (Final)
Singapore-MIT GAMBIT Game Lab GAMBIT Game Lab @ GDC 2011 Day Four
Matthew Weise setting up the fascinating postmortem by Eric Chahi (Ubisoft), creator of the visionary game, "Another World" which is celebrating it's 20th anniversary. Chuck Hoover (Schell Games) lectures on the faults of human thought. GAMBIT friends, Darius Kazemi and Karl Parakenings play a round of the new IGDA created META GAME. And the sightly deranged but lovabe creator of "Deadly Premonition", Hidetaka "Swery" Suehiro talks about how his coffee is the guiding force in his creativity. Video produced by Generoso Fierro. Check out all that the GAMBIT Game Lab has to offer by clicking here.]]>
Fri, 04 Mar 2011 07:10:25 -0500http://ttv.mit.edu/videos/11059-gambit-game-lab-gdc-2011-day-four
http://ttv.mit.edu/videos/11059-gambit-game-lab-gdc-2011-day-four
GAMBIT Game Lab @ GDC 2011 Day Four
Singapore-MIT GAMBIT Game Lab GAMBIT Game Lab @ GDC 2011 Day Two
Matthew Weise weighs in on this year's hot GDC word. Jane McGonigal (Social Chocolate) speaks out on "gamification" during three separate events! Video produced by Generoso Fierro. Check out all that the GAMBIT Game Lab has to offer by clicking here.]]>
Wed, 02 Mar 2011 11:34:55 -0500http://ttv.mit.edu/videos/10931-gambit-game-lab-gdc-2011-day-two
http://ttv.mit.edu/videos/10931-gambit-game-lab-gdc-2011-day-two
GAMBIT Game Lab @ GDC 2011 Day Two
Singapore-MIT GAMBIT Game Lab GAMBIT Game Lab @ GDC 2011 Day One
Rik Eberhardt attacks his GDC Welcome Bag! Clara Fernandez-Vara leads a panel on "Building and Growing a Game Lab", Doris Rusch talks about her summer 2010 game "Elude" and Matthew Weise talks about GAMBIT's collaboration with the Rhode Island School of Design. Video produced by Generoso Fierro. Check out all that the GAMBIT Game Lab has to offer by clicking here.]]>
Tue, 01 Mar 2011 12:10:22 -0500http://ttv.mit.edu/videos/10886-gambit-game-lab-gdc-2011-day-one
http://ttv.mit.edu/videos/10886-gambit-game-lab-gdc-2011-day-one
GAMBIT Game Lab @ GDC 2011 Day One
Singapore-MIT GAMBIT Game Lab IMPROVISO: Game Of The Week 2011, Episode 6
The 2011 Game of the Week Podcast 6: IMPROVISO featuring GAMBIT US Technical Director Andrew Grant and Product Owner Jeff Orkin

Improviso is a multiplayer game which pairs players anonymously online to dramatize a story together -- a story about an encounter with an alien. Our research question is two-fold, with a short- and long-term goal. In the short term, Improviso explores how the user interface and framing of a game can lead ordinary players to engage in dramatic improv, even if they have no prior experience acting or storytelling. The longer term goal is to train an AI system with data collected from thousands of people telling stories together with the same characters, sets, and props. Once trained, this AI system will be able to play the role of one or more characters that can converse and interact with other AI- or human-controlled characters. This project builds on AI research developed for The Restaurant Game project, and will demonstrate that the system generalizes to new scenarios. Improviso is a collaboration between GAMBIT and the MIT Media Lab.

Beginning January 31st, 2011...On the Monday of each week, a new video exploring the origins and processes of developing each project will be posted. GAMBIT Audio Director Abe Stein will post a blog each following day of the week, featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure!

An ongoing labor of love, The Sophocles Project has roots in a long tradition of textual interpretation. Working with the classic Greek master's most renowned works, Oedipus Rex, Oedipus at Colonus and Antigone, these games are intended to communicate themes culled directly from close interpretive readings of the texts. Seer and Yet One Word are inspired byOedipus Rex and Oedipus at Colonus respectively. As with any piece of artwork, communication is mediated. Your reading and interpretation of our games matters as much, if not more, than any intended meaning suggested or intended by the work's creators.

Beginning January 31st, 2011...On the Monday of each week, a new video exploring the origins and processes of developing each project will be posted. GAMBIT Audio Director Abe Stein will post a blog each following day of the week, featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure! Video Produced by Generoso Fierro, Edited by Garrett Beazley, Intro Music by Abe Stein, Background music by Jeremy Goh

Afterland was developed as a tool to study recursive learning processes in videogame players. It is meant to explore how players' expectations can be challenged through subverting common design patterns (in this case, those of the 2D platformer) in a motivating way.

The experience of learning is grounded in a player's expectations and anticipations, which makes recognizing and identifying patterns and mechanics a key player activity. Players learn to play games through developing skills, strategies, and models that help them understand patterns, master challenges, and reach given goals. Playful learning, therefore, is a process of experiencing, recognizing, and reflecting on patterns, and it involves exploring the scope of one's actions in game space.

In Afterland various paradigm shifts subvert common gameplay patterns in order to encourage players to modify their anticipations. In this way, the game is meant to provoke a corresponding paradigm shift in the player, forcing him or her to reassess certain expectations and adopt new mental models, strategies, and goals than those commonly found in games of its genre. Data can then be collected on how players respond to this paradigm shift, how it affected their own conscious experience of learning, etc.

Beginning January 31st, 2011...On the Monday of each week, a new video exploring the origins and processes of developing each project will be posted. GAMBIT Audio Director Abe Stein will post a blog each following day of the week, featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure! Video Produced by Generoso Fierro, Edited by Garrett Beazley, Intro Music by Abe Stein, Background music by Sher Iqbal

Elude aims to raise awareness for depression and to inform about this dangerous illness. It is specifically intended to be used in a clinical context as part of a psycho-education package to enhance friends' and relatives' understanding of people suffering from depression about what their loved ones are going through.

Modeling what depression feels like by contrasting it with other mood states (normal and happy), Elude portrays depression metaphorically. The various parts of the game-world represent emotional landscapes that correspond to different moods with the gameplay changing according to mood changes. The core gameplay (i.e. "normal mood") happens in a forest filled with "passion" objects that resonate and act as power ups when one calls out to them. Only when infused with passion is it possible to overcome the obstacles on the way to the tree tops, where one reaches "happiness".

Beginning January 31st, 2011...On the Monday of each week, a new video exploring the origins and processes of developing each project will be posted. GAMBIT Audio Director Abe Stein will post a blog each following day of the week, featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure!

Poikilia is a puzzle game and a learning game. The game has a narrative story, expressed through cutscenes and supported by its in-game art, but also offers a non-narrative version. Both use identical gameplay to expose players to basic concepts of additive and subtractive color theory, requiring players to traverse a maze that focuses their attention on the sometimes confusing behavior of light and color. Researchers will study whether either the narrative or non-narrative form of the game is more effective in promoting student engagement with, and understanding of, the topics. In particular, they will study whether the narrative can induce meta-cognition in players as a means of promoting active transfer and overcoming naïve conceptions.

Beginning January 31st, 2011...On the Monday of each week, a new video exploring the origins and processes of developing each project will be posted. GAMBIT Audio Director Abe Stein will post a blog each following day of the week, featuring concept art, design documents, and analysis of the highlighted game will be offered for your viewing pleasure!